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Broken Arrow News

Allied Command Update - Out Now

[h2][/h2][previewyoutube][/previewyoutube][h2]
Update 1.0.12
[/h2][p]Dear players,[/p][p]We are pleased to present Update 1.0.12 “Allied Command”. This update introduces an important new feature, several gameplay improvements, and a number of resolved issues.[/p][p]The development team made the decision to dedicate this update primarily to technical enhancements, separating them from balance-related changes. However, this in no way means that work on balance has ceased. On the contrary, we are preparing the global update, which will include not only significant balance adjustments but also deeper changes to core game mechanics, based on extensive feedback from our players. [/p][p]We closely monitor your feedback, carefully review your suggestions, and take your comments seriously. Your input helps us identify issues, find growth points, and move toward solutions that will make the game more stable, enjoyable, and comfortable for every player.[/p][p][/p][h2]Allied AI Bots in Skirmish[/h2][p]The key feature of this update is the introduction of allied bots in Skirmish mode. Our goal was to ensure that bots act as reliable, predictable teammates while still remaining flexible enough to adapt to dynamic in-game situations.[/p][p]To support this new functionality, we expanded the lobby settings. Bots can now be assigned to any available slot on either side, while retaining familiar options such as difficulty and specialization. This gives players more room to experiment - assembling custom teams, balancing sides, or testing new tactical approaches.[/p][p]Skirmish mode has also received several quality-of-life improvements aimed at enhancing convenience and gameplay variety. Lobbies are now private by default and automatically filled with bots upon creation, allowing matches to start more quickly. Additionally, you can now change the time of day, making each battle more atmospheric and adding greater variability to battlefield conditions.[/p][p][/p][h2]Changelog:[/h2][h3]Added:[/h3]
  • [p]Skirmish mode now features allied AI bots for each map;[/p]
  • [p]Some skirmish QoL improvements (such as you can now change time of day in skirmish mode, skirmish lobby is now private by default, skirmish lobby will now be populated with bots as soon as such lobby has been created, etc);[/p]
  • [p]Post match screen: added display of scores, match duration and the reason why the match ended;[/p]
[h3]
General fixes & improvements:
[/h3]
  • [p]Fixed an issue where units would execute orders to incorrect position (aka reverse bug);[/p]
  • [p]Fixed performance issues some players started to encounter after EAC has been added to the game;[/p]
  • [p]Fixed an issue where the game could end as “Victory” or “Defeat” instead of “Match cancelled” in some cases;[/p]
  • [p]Fixed an issue where player may be stuck during loading;[/p]
  • [p]Refactored game’s network message handler which should minimize network issues in game (such as desyncs, invisible units, etc);[/p]
  • [p]Fixed an issue where players who closed the game via alt+f4 during the match search were not removed from the search and could be assigned to a match[/p]
  • [p]Fixed an issue where player.log size could be too excessive;[/p]
  • [p]Fixed an issue with supply order (RMB on supply item) didn’t properly sync over the network;[/p]
  • [p]Fixed an issue where units couldn’t be spawned but were removed from the deck;[/p]
  • [p]Fixed an issue where player may get default deck in scenario lobby;[/p]
  • [p]Fixed an issue where reconnect option was available even if the game has been started without EAC;[/p]
  • [p]Fixed an issue with pause node not working properly in MP (Co-op scenarios);[/p]
  • [p]Fixed an issue where Wargoals UI may not correspond to the amount of objectives on the map;[/p]
  • [p]Fixed an issue where players may lack deserter status during post match screen;[/p]
  • [p]Fixed lofting missiles (Javelin, Hellfire, Hermes-A and other top-down attack missiles) sometimes not reacquiring correctly if the shooter lost line of sight while the missile was still guided by the shooter;[/p]
  • [p]Fixed an issue where bombs and artillery didn’t apply their damage to top armor in case of direct hits;[/p]
  • [p]Attack drones’ logic has been improved: now clicking RMB on a target will lead to direct attack order (drones’ ammunition will be used as soon as possible) instead of moving closer to the target and then auto-attack;[/p]
  • [p]Fixed an order related exploit allowing planes to fly outside of playzone;[/p]
  • [p]Fixed an issue when units inside the transport were able to laze targets while being inside of a transport;[/p]
  • [p]Fixed an issue when cover bonus from both stress and buildings has been applied at the same time in some cases;[/p]
  • [p]Fixed an UI issue with scenario carousel in the main menu;[/p]
  • [p]Fixed various crashes due to entity misuse issues;[/p]
  • [p]Fixed various issues with overcast ambient on some maps (they’re too dark).[/p]
  • [p]Fixed some minor issues in "Blackout" and "Self Service" campaign missions.[/p]
[h3]
Mission editor fixes & improvements:
[/h3][p]LuaNode update:[/p]
  • [p]Fixed LuaUnit (and its conversion method into orange pin data)[/p]
  • [p]Fixed Lua arrays (tables) can’t be passed to other lua nodes[/p]
  • [p]GameAPI is now always available to use, "IncludeGameApi" checkbox was removed[/p]
  • [p]Added examples page to Lua documentation[/p]
  • [p]Fixed an error in RandomData node when exclusion mode was turned on;[/p]
[p]We continue to develop the game and are preparing updates that will make the gameplay deeper, more stable and engaging. We have been working on the game every single day since its release and there are many important milestones and improvements ahead.
[/p][p]We want to express our sincere gratitude to each of you for your support, involvement, and genuine commitment to this wonderful adventure. Thank you for being with us!
[/p][p]We wish you all happy holidays and a well-deserved break. We’ll be doing the same, and we’ll see you in 2026.
[/p]

Broken Arrow: Baltic Battalion Free Specialization DLC | Announced

[p][/p][previewyoutube][/previewyoutube][p]Dear Players, At this year’s Slitherine Next event, we were excited to reveal the Baltic Battalion specialization, coming in early 2026 as a free DLC for everyone.

Baltic Battalion is a brand-new army specialization accessible to the U.S. faction. With cutting-edge European weaponry, sophisticated infantry formations, and next-generation vehicles built for layered defense, mobility, and quick reaction battle, this new specialization, which represents the combined forces of Lithuania, Latvia, and Estonia, increases your tactical options.

[dynamiclink][/dynamiclink][/p][p]In case you missed the event, you can re-watch it here: https://www.twitch.tv/videos/2639513492

We also announced that on January 27th we’ll be hosting a new livestream event, where we’ll share an update on the roadmap, upcoming content, and much more.

Additionally, the game will be discounted by 15% from December 9th at 6 pm CET to December 16th at 6 pm CET, and then again from December 18th at 7pm to January 5th at 7pm.[/p]

Patch 1.0.12 and Slitherine Next 2025 | Announcements

[p]Dear Players,

We’re excited to confirm that Update 1.0.12 - Allied Command, is on its way.[/p][p]This update brings a major new feature: the introduction of allied bots for Skirmish mode. You can now add both enemy and allied AI to fill all available lobby slots.

The end-match panel has also been improved to show the match ID, scores, duration and the reason the match ended.

Additionally, several important fixes and improvements are included.
We’re also pleased to announce that Broken Arrow will be featured at the beginning of the Slitherine Next 2025 event on December 9th. During the show, we'll be showcasing details and updates for the first DLC of Broken Arrow.[/p][p]📅 Broken Arrow at Slitherine Next 2025[/p][p]🕒 Date: December 9th at 6 PM CET[/p][p]📍 Where: Twitch Channel / YouTube Channel[/p][p]
Stay tuned for more details and thank you for your continued support.[/p]

Struggling military RTS Broken Arrow reveals ambitious roadmap that should finally help it reach its full potential

With some of the most realistic depictions of modern military warfare around and some excellent gameplay features, Broken Arrow could've become an instant classic when it launched earlier this year. However, network infrastructure issues, anti-cheat concerns, and balance complaints have all arisen since it dropped, blocking it from being a true challenger to some of the best RTS games around. It still has potential, but it's not there yet. However, the new Broken Arrow roadmap has now been revealed, and it charts a path through 2026 and beyond that should help elevate it to the heights I believe it can reach. Littered with new features, huge improvements, and DLC drops, if everything in this roadmap can be delivered without a hitch, then Broken Arrow may be touted as one of the greats by this time next year.


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Roadmap Revealed

[h2]Project History[/h2][p]Greetings, commanders![/p][p]In this post, we would like to share some details we haven’t talked about before: the story behind the game, the challenges we are currently facing, and what the future holds for Broken Arrow. We understand that the road ahead is long, and fixing some of the issues will take time. However, we are more determined than ever to tackle them step by step and bring the game to the level it truly deserves.[/p][p]Broken Arrow is a story about a dream becoming reality. About people with no prior gamedev experience who dared to turn their passion for wargames into the work of their lives. It is the story of a group of strangers, united by their love for military strategy games, who in 2018 decided to create a game they themselves had always wanted to play-featuring dynamic battles and modern, customizable military equipment.[/p][p]Working late evenings after their regular jobs, team members from different cities and even different countries wrote code, created models, tested mechanics, discussed future gameplay, inspired each other, and moved forward step by step.[/p][p]After two years of crossing the so-called “Valley of Death”- the place where most first projects remain forever unfinished-our efforts were finally rewarded. We managed to build a functional prototype that attracted a publisher and gave us the chance to take the project to a new level. In 2021, the team was able to switch to full-time development and fully dedicate themselves to creating Broken Arrow.[/p][p]And at last, on June 19, the game was released. For us, this was the moment we had been working toward for many years. The road was far from easy: we faced difficulties more than once, postponed plans, and searched for solutions when it seemed there were none. But throughout all those years we were doing what we loved, watching Broken Arrow grow alongside us.[/p][p]The release marked the beginning of a new chapter. We were amazed to see how many people share our passion for military strategy. The community’s reaction exceeded all expectations. For us, this was more than success, it was proof that everything we had done was not in vain. We are sincerely grateful to everyone who supported us, wrote feedback, shared ideas, and believed in the project.[/p][p]However, the success of Broken Arrow brought new challenges as well. The high number of players during the open beta tests required a major overhaul of the network architecture to support the increasing load, an enormous challenge for our small team of programmers.[/p][p]Although each open beta test came with connection issues for some players, the team carried out tremendous work stabilizing and optimizing the online infrastructure. Thanks to these efforts, Broken Arrow managed to withstand a peak load of 50,000 players during the first weekend after release. The fact that the multiplayer experience runs thanks to the work of only two programmers is nothing short of phenomenal.[/p][p]We fully understand that we still have much to learn. Game development is a difficult path filled with challenges, but your feedback and involvement help us grow. All we can do is continue improving the game step by step, striving for the level of quality it deserves.[/p][p][/p][h2]A recap of the live event[/h2][p]Today, we had the pleasure of hosting a special community event dedicated to Broken Arrow. We were joined by Felix Habert, Creative Director at Steel Balalaika, as well as two key members of the Slitherine team: Marco Minoli, our Director of Publishing, and Alberto Casulini, our Business Development Manager. Together, we offered an extensive overview of the journey Broken Arrow has taken so far and where it’s headed next.[/p][p]During the presentation, we explored the game’s development from launch up to its current state, then we revealed the roadmap sharing what’s coming next and lastly we hosted a Q&A session, where Felix, Marco, and Alberto answered numerous questions from the community.[/p][p]If you missed the event, you can re-watch it here: https://www.twitch.tv/videos/2627717698[/p][p][/p][h2]Roadmap[/h2][p]And now that we’ve looked back and shared the journey so far, it’s time to talk about the future.[/p][p]We have prepared a roadmap that outlines our long-term development plans, our near-term goals, and the key directions we aim to pursue. It will show you where we’re heading, what our priorities are, and what we hope to achieve in the coming months.[/p][p]
[/p][p]2025
Alongside the visual roadmap, we would like to elaborate a bit on the tasks planned for this period. The year will conclude with a series of technical updates aimed at strengthening current systems, improving overall quality, and laying the groundwork for future growth.[/p][p]An important step forward will be the introduction of allied bots in Skirmish mode. Players will now be able not only to fight against AI opponents but also to take them as allies. This will allow for flexible scenario creation, experimentation with different tactics, and better team balance. Our goal is to make the AI a true tactical partner-one that reacts to the battlefield situation and supports the player at critical moments.
[/p][p]2026
Entering the new year, we will continue improving the network foundations of Broken Arrow. The main focus during this period will be on optimizing the online infrastructure and further strengthening server-side systems to ensure a fair and seamless gameplay experience.[/p][p]At this stage, we plan to release several DLC that will introduce three new specializations. Each expansion will enrich the gameplay by offering new sets of units with unique weapon systems as well as additional vehicles. This will allow players to explore the tactical potential of their forces more deeply and broaden the range of strategic options available in battle.[/p][p]Another key milestone of this period is the introduction of the match replay functionality. Developing this system has proven significantly more complex than we initially expected, largely due to technical specifics. To ensure its stable and accurate operation, we must build a series of supporting tools and internal mechanisms. Despite the challenges, we are putting in maximum effort to bring this feature to life.
[/p][p]Major features planned for this period:[/p]
  • [p]Match History - a tool that will help players analyze their battles and refine their personal playstyle.[/p]
  • [p]A large-scale reorganization of the server architecture. Key gameplay systems will be moved to the server side, including the in-game economy, unit spawning, and action processing. This shift will improve synchronization, minimize cheating, and lay the foundation for one of the most anticipated features: the full match replay system.[/p]
  • [p]Spectator Mode - a long-awaited feature enabling real-time match viewing, especially valuable for tournaments and educational streams.[/p]
  • [p]New multiplayer maps variants.[/p]
  • [p]A new gameplay mechanic: loitering ammunition.[/p]
  • [p]Savegames - players will be able to pause a mission and return to it later.[/p]
  • [p]Co-op Campaign Mode - the ability to complete story missions together with friends, coordinating actions in real time.[/p]
  • [p]Match Replay System - allowing players to rewatch past battles, share them with others, and use recordings to create content.
    [/p]
[p]All these improvements aim to make the gameplay experience more thoughtful and intuitive. We want to create a stable environment where every tactical detail matters and where in-game interactions feel both convenient and genuinely alive.[/p][p][/p][h2]Early 2027[/h2][p]During this period, we plan to release a major DLC that will introduce substantial changes and enrich the game with new content. The DLC will feature a completely new faction with its own unique weaponry, structure, and gameplay mechanics. New theaters of war will be added, expanding the battlegrounds available for combat. Additionally, new vehicles and units will be introduced, further enhancing tactical diversity, along with an expansion for existing specializations to deepen and broaden their playstyles.[/p][p][/p][p]Key features include:[/p]
  • [p]A new campaign featuring a deck-modification system that allows players to customize their army composition with great flexibility.[/p]
  • [p]New maps set in thematic, visually distinct locations.[/p]
  • [p]A new faction with several specializations, offering additional tactical possibilities.[/p][p][/p]
[h2]Planned quality of life improvements (non-chronological)[/h2][p]Below is a list of features that will be gradually implemented throughout the development process, starting in 2026. These updates are aimed at enhancing the overall user experience and improving the usability of in-game systems.[/p]
  • [p]Updated Victory Screen - the victory screen will become more informative, and players will gain the ability to submit reports after a match, allowing faster response to violations.[/p]
  • [p]Battle chatter expansion - more voice commands, unit reactions and dynamic audio cues.[/p]
  • [p]Improved In-Battle Communication - marker usage limits, the ability to block chat, and streamlined team interactions.[/p]
  • [p]Enemy Unit Check - players will be able to select enemy units and view their statistics.[/p]
  • [p]Units statistics panel improvement - a clearer, more visual display of unit parameters.[/p]
  • [p]Updated Line of Sight Tool - visualization of viewing range.[/p]
  • [p]Offline Skirmish Lobby - allows players to enjoy Skirmish mode without an internet connection.[/p]
  • [p]Minimap Improvements[/p]
  • [p]Prevent label overlap - options for merging or preventing the overlap of unit tags.[/p]
[p][/p][h2]Conclusion[/h2][p]Working on the project involves many complex aspects, each of which directly affects the pace of development, the volume of content, and the introduction of new features. Since the beginning of development, we have been gradually expanding the team, forming a long-term vision for the project, and focusing on technical stability. This process requires time, attention to detail, and carefully considered decisions to ensure that the final result is both high-quality and sustainable.[/p][p]Over this period, we have made significant progress: we strengthened the foundation of the game, implemented important improvements, and laid the groundwork for future updates. We are proud of how far the project has come, and we look to the future with confidence, knowing that this is only the beginning.[/p][p]We would also like to express our sincere gratitude to our players. Your patience, support, and interest in the project inspire us every day. Thanks to you, we continue to move forward, striving to deliver new content and improvements that will bring you joy for many years to come. Thank you for staying with us and believing in our work.[/p]